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My 1700 Point army, suggestions, ideas...share 'em!

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My 1700 Point army, suggestions, ideas...share 'em! Empty My 1700 Point army, suggestions, ideas...share 'em!

Post by Justicar Alaric Tue Jun 17, 2008 11:24 am

Hello ol' chaps!, well i'm not an old geezer from the UK but a semi-adult dutch Grey Knight gamer, with no Grey Knight Gaming experience!

This is going to be my Daemonhunter Army list:

-Grey Knight Grand Master
Word of the Emperor (Psychic Power)

-Brother Captain and 4 GK Terminators
Psycannon
Holocaust (Psychic Power)

-Ordo Malleus Inquisitor
Psycannon
Targeter
3 Heavy Bolter Gun Servitors
2 Sages
1 Mystic

-Justicar and 4 GK's
2 psycannons
1 Targeter

-Justicar and 5 GK's
2 psycannons
1 targeter

-10 Inquisitorial Stormtroopers
2 plasmaguns
Chimera
Turret Heavy Bolter
Hull Heavy Bolter
Dozer Blades
Extra Armour

-10 Inquisitorial Stormtroopers
2 Meltaguns
Chimera
Turret Heavy Bolter
Hull Heavy Bolter
Dozer Blades
Extra Armour

-Land Raider Crusader
Dozer Blades

That brings us to 1689 point, 11 points left... what to do with those, or what should i drop and what should i get?

I don't know.

BTW: Here my plan, solid fire base with Grey Knights walking and shooting, Inquisitor with Gun Servitors. Chimera's race unload firepower en embark to race to next fire point. (probably tank hunting with those melta-, and plasmaguns.) Land Raider heads for the big-oops of the opponent unloading Grand-Master with Grey Knight Terminators. Any ideas?

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Post by NemesisForce Tue Jun 17, 2008 10:00 pm

The list looks good. Thumbs up to the all-shooty Inquistor and retinue. My suggestions would be to drop all the dozer blades, add another GK to the smaller squad and swap Word for Hammerhand on your GM. Hammerhand may help more as your quite light in the a/t department.
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Post by Justicar Alaric Wed Jun 18, 2008 2:59 am

Could it be a good idea to change some Nemesis Force Halberds wielding Terminators into Thunderhammer and Stormshield wielding Terminators? That could solve the close-combat anti-tank issue. probably wouldn't like to drop the Word of the Emperor Psychic Power because i want to be in charge of fighting. Also if my tanks get stuck in terrain my plan is kinda screwed up... wouldn't it?

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Post by For the Emperor Wed Jun 18, 2008 7:33 am

ok first off word of the emperor isnt the best of pyschic powers, seen as most opponents close combat units (elites) have high ld so are gonna pass this pritty easily. swap this for holocaust on the Gm that way you dont have the whole squad suffering from perlis of the warp (just the grandmaster) be warned though the grandmaster wont be able to use both his ability to take down multiwounded (force weapon) creatures and use holocaust but still gets his normal close combat attack.
Land Raiders are good but a crusader might be better off loading your gkt because it can shoot better on the move. atm you cant fit your squad with brother captain (5) and grandmaster into a land raider.
if your gkt are in a transport its better to use a incinerator than a pyscannon because the pyscannon wont shoot inside the transport. offload, move gkt, tank shock 12" and then flame all enemy at side of tank pushed away in group.
your inquisitor doesnt need targeter because your servitors have them. add a plasma cannon if possible it paks a good punch vs. heavy infantry.
not your gk are best staying at 36" that way instead of moving into range of weapons, they can also fire full 36" and beneffit from shrouding
maybe put a smoke launcher on the Crusader vs short or long range weapons like meltaguns or lascannons.
nice set up otherwise.
yes it might do but i have no experience with them
as for spare points add maybe another mystic or auspex, frag grenade and meltabomb. grand master could master craft or use icon of just
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